using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace GDD2_Game3
{
	/// <summary>
	/// This is the main type for your game
	/// </summary>
	public class Game1 : Microsoft.Xna.Framework.Game
	{
		#if WINDOWS || XBOX
		/// <summary>
		/// The main entry point for the application.
		/// </summary>
		static void Main()
		{
			new Game1().Run();
		}
		#endif


		GraphicsDeviceManager graphics;
		SpriteBatch spriteBatch;

		public enum GameState : byte { GAME }
		private IDictionary<GameState, Tuple<IDraw, IUpdate>> stateToMethods;
		public GameState CurrentState { get; set; }
		private GameData gameData;

		public Game1()
		{
			graphics = new GraphicsDeviceManager(this);
			Content.RootDirectory = "Content";
		}

		/// <summary>
		/// Allows the game to perform any initialization it needs to before starting to run.
		/// This is where it can query for any required services and load any non-graphic
		/// related content.  Calling base.Initialize will enumerate through any components
		/// and initialize them as well.
		/// </summary>
		protected override void Initialize()
		{
			// TODO: Add your initialization logic here
			stateToMethods = new Dictionary<GameState, Tuple<IDraw, IUpdate>>();
			CurrentState = GameState.GAME;
			gameData = new GameData();
			base.Initialize();
		}

		/// <summary>
		/// LoadContent will be called once per game and is the place to load
		/// all of your content.
		/// </summary>
		protected override void LoadContent()
		{
			// Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch(GraphicsDevice);
			Texture2D vehicleTexture = Content.Load<Texture2D>("vehicle");
            Texture2D wallTexture = Content.Load<Texture2D>("wall");
			stateToMethods[GameState.GAME] = new Tuple<IDraw, IUpdate>(new GameDraw(this, gameData, spriteBatch, vehicleTexture, wallTexture), new GameUpdate(this, gameData));
			// TODO: use this.Content to load your game content here
		}

		/// <summary>
		/// UnloadContent will be called once per game and is the place to unload
		/// all content.
		/// </summary>
		protected override void UnloadContent()
		{
			// TODO: Unload any non ContentManager content here
		}

		/// <summary>
		/// Allows the game to run logic such as updating the world,
		/// checking for collisions, gathering input, and playing audio.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Update(GameTime gameTime)
		{
			// Allows the game to exit
			if(GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
				this.Exit();

			// TODO: Add your update logic here
			stateToMethods[CurrentState].Item2.update(gameTime);
			base.Update(gameTime);
		}

		/// <summary>
		/// This is called when the game should draw itself.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.CornflowerBlue);

			// TODO: Add your drawing code here
			stateToMethods[CurrentState].Item1.draw(gameTime);
			base.Draw(gameTime);
		}

		public void setScreenDimensions(int width, int height)
		{
			graphics.PreferredBackBufferWidth = width;
			graphics.PreferredBackBufferHeight = height;
			graphics.ApplyChanges();
		}
	}
}